Rank 6

Yikkan Izu is a Ravenlord much like Anzu in the Sethic Halls. He also shares similarities in his abilities as well. Disorienting Shriek is much like Anzu's Paralyzing Screech in that it will disorient players for 6 seconds, but unlike Anzu this ability can and always should be interrupted. Fallen Kin is a buff that is applied whenever one of the raven companions that he will summon is killed. If this buff is stacked to 5 he will enrage, gaining Feathered Fury, and doing 300% increased damage for the rest of the encounter. Yikkan Izu will always summon 4 ravens at a time, so to combat the enrage effect all 4 ravens must go down immediately when he spawns them, and this can be done with a smidgen of AOE (area of effect), as they have very little health.

His melee attacks, though they do moderate damage, and should be diminished with defensive cooldowns or healed through when applicable; should be of little concern.

Since leading the Ashetongue Deathsworn against the heavy handed forces of Illidan at The Black Temple, Akama has been keeping his Kama edges sharpened against opponents in The Brawler's Guild. With abilities akin to an EnhancementShaman, Akama is an ever increasing challenge as his fight commences.

Akama has an ability called Thunderstorm that does moderate damage and has a knock-back, but is of little concern to melee. Ranged can interrupt his cast when needed. Chain Lightening is a moderately damaging ranged attack, and should be interrupted by melee early on in the fight to minimize damage taken while saving their defensive cool-downs for later.

Feral Spirit is an ability that summons 2 Spirit Wolves to the engagement, that do seemingly non-concerning damage while fighting at his side. These wolves should be dealt with immediately, as they are spawned or players can quickly become overwhelmed by wolves should they choose to ignore them. His ability Shadow Strikes imbues his melee damage with 'dark energy', and increases more and more as the fight progresses.

Players should save all defensive cool-downs possible for the end of the fight, and use their offensive cool-downs immediately as to damage him as much as possible early on before having to deal with his companions. Pre-potting is also an option and is, as usual encouraged.

Smash Hoofstomp is a TaurenWarrior who places a lot of stock into luck. He is accompanied by 2 "Luck" Goblin's sitting on his shoulders. These companions of his have over 300k HO each and should be killed immediately upon entering the fight, because they cause a debuff to be applied on Smash upon their death.

Tough Luck increases damage taken by 50% for the remainder of the fight and can stack twice. Hoof Stomp inflicts between 33k - 36.8k physical damage and knocks back any nearby enemies. This, though concerning due to his massive amount of hit points, shouldn't be fretted over though as they will have their chance to make up lost DPS during his next ability.

Shield Waller is an ability he will often use, that greatly increases his blocking and deflection chances from the front. It is a 10 second channel and is un-interruptable. Players should use this opportunity to pop potions, blow some offensive cool-downs and "break one off in his backside".

Unguloxx didn't gain the knick-name "murderaffe" lightly. This seemingly peaceful plains-dweller has hooves sharpened by the hopes and dreams of many an opponent. Though he has quite a small amount of hit points for this point in the ranking, he hits like a veritable truck.

This fight is quite difficult, contradicting the simple idea of it. Unguloxx uses no special abilities but his melee hits with high amounts of damage quickly and frequently. The key to his defeat is his vulnerability to snares, roots, and stuns. Ranged players should kite him while bringing him down making sure to keep plenty of space between Unguloxx and them.

Melee will have more of a challenge due to being in his melee range constantly. Stunning him and blowing offensive cool-downs is vital to surviving this fight, as is timing defensive cool-downs for when their stuns and slows are cooling down. His low amount of hit points does allow for him to be rooted while players get away to bandage, and heal up, as well as giving time for their stuns to cool down.